I wasn't going to post about this, but after reading through the whole WIP, I figured it was relative to Bay12's interests and this subforum.
(Art stolen from the kickstarter pages)
FATE (or Fantastic Adventures in Tabletop Entertainment) is hands down my favorite tabletop RPG system. So much, in fact, that I ran a Persona RPG (Demon Harem Wars) with it both via Maptool and briefly on these forums, and I even attempted a Homestuck RPG on here (SUBURB) that used the FATE rules near the end of its run. FATE "Third Edition" or "FATE Core" has been in the works for some time now, and while the Second Edition rules I use are totally free to download and use from the
Evil Hat website, the next edition is attempting to make the game even better. FATE is descended from the old FUDGE tookit from 1995, so it's not like it's some new, unheard of system.
Okay, just what the heck is FATE? What is FATE not?FATE is:
-A ruleset for running narrative-heavy games where roleplaying and characterization make a huge difference on the outcome.
-Rules-light, but not completely. It's definitely not GURPS, but it's not a throwaway ruleset like, say, RISUS.
-Universal. The rules are generic enough to apply and
very easily modify for any game or situation.
-A ruleset that can, in fact, be memorized. No looking up a level nine spell for ages.
FATE is not:
-A system where enemies explode into golden EXP orbs. Advancement is more about creating new aspects of your character to sway the game world.
-A system based around hard numbers. Every statistic is relative to another depending on the context: a character with Fair Swordsmanship has a huge advantage against his foe with Average Acrobatics in a tight sewer, but not on the wing of a moving plane.
-A system that can be easily minmaxed. Not that I haven't seen people try.
What's FATE look like in play?I am not the best GM, but here's a couple of my favorite moments from the main two games I ran.
-Dermonster, Ochita and others from the forum attempting to stop a car with a Gentech executive inside (Persona RPG). Derm scored a +3 with his Fair Archery roll from the rooftop of a building versus the driver's -1 to Average Driving, a total success measure of 5. On the stress track I was using, this was a lasting penalty to the driver, so Derm's arrow blew one of the tires straight out and caused the scene to quickly escalate. Little moments of badassery like that are what makes FATE so fun.
-Penny Mann (Blade Master) pulling a defining character moment and gaining a +2 to
nailing a dude in the face just because he called her a boy. Aspects are probably my favorite part of the FATE system because they allow a character to quickly turn the tables in their favor based on their personality and history.
What's new in FATE Core?-A rebalance and solidifcation of the system pulling mechanics from FATE 2e, Spirit of the Century and others. It introduces more meaningful options for play beyond "do this, roleplay it and roll it" or "use/gain a FATE point and sway the game by doing this, roleplaying it and rolling it" Admittedly, there's more to gameplay than that, but that's pretty much what most of FATE 2e boils down it.
-A whole lot of new content spanning setting books, extra rulebooks and even an "on-the-go" version of FATE Core condensed to 30-40 pages.
Why should I support the FATE Core kickstarter?Because it's for cheapos. I kid, I kid, but $10 gets you the PDF version of the core book and all future expansions. Once it's been published, the FATE Core book will be exactly as free and open as the current 2E rules, so you'll have a chance to play it anyway if you don't contribute.
If anyone has any questions they don't feel are answered here or on the Kickstarter page, I'll answer them best I can.